//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "core/rendering/shaders/torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"

TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 texSize0;

uniform float g_fMinLuminace;

static float2 gTapOffsets[9] = 
{
   { -1.0, -1.0 }, { 0.0, -1.0 }, { 1.0, -1.0 },
   { -1.0, 0.0 },  { 0.0, 0.0 },  { 1.0, 0.0 },
   { -1.0, 1.0 },  { 0.0, 1.0 },  { 1.0, 1.0 }
};


float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
   float2 tsize = 1.0 / texSize0;

   float3 sample;
   float average = 0.0;
     
   for ( int i = 0; i < 9; i++ )
   {
      // Decode the hdr value.
      sample = hdrDecode( TORQUE_TEX2D( inputTex, IN.uv0 + ( gTapOffsets[i] * tsize ) ).rgb );

      // Get the luminance and add it to the average.
      float lum = max( hdrLuminance( sample ), g_fMinLuminace );
      average += log( lum );
   }

   average = exp( average / 9.0 );

   return float4( average, 0.0, 0.0, 1.0 );
}
